In the terrible battle that waged between life and death, there existed an area of Esfah as yet untouched by such bitter woes: the Feylands. These unspoiled forests were home to the faerie folk, and they grew wan with fear and terror, dreading the day their world would be discovered. They were a frail species, ill equipped for war, desirous only of being left in peace.
The Elder Monsters of Faerie threw out the call, summoning the fey folk scattered about Esfah. Their intention was to close the Feylands from the rest of the world and hide their forests from prying eyes.
All the species of faerie folk heeded the command – all that is except the Steam Dancers. Careless sprites of mist, these fey folk were captured by Death, who was puzzled by them. They were not a creation of his. Yet, neither were they the child of his enemy, Nature, since they were composed only of water and had not the spark of life in them. Death released the Steam Dancers, thinking to twist them to his vile ways. He filled their hearts with fire and changed them from gentle faerie folk to dark, deformed imps. But the Scalders, as they now called themselves, were made of sterner stuff. They scorned both Death and Nature, choosing to stay in the world of Esfah – a world filled with things to burn, flood, scorch, and drown.
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Small 1 Health | Medium 2 Health | Large 3 Health | Monster 4 Health |
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Heavy Melee | Singeman | Scorcher | Searer | Ettercap |
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Light Melee | Kindler | Igniter | Charkin | Quickling |
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Cavalry | Dragonne Tender | Dragonne Rider | Dragonne Knight | Unseelie Faerie |
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Missile | Glower | Burner | Blazer | Web Birds |
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Magic | Sparker | Smolderer | Inferno | Will o' Wisps |
Magic | Maneuver | Melee | Missile | Save |
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Scorching Touch |
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When at a terrain that contains red (fire), Scalders making a save roll against a melee action inflict one point of damage on the attacking army for each save result rolled. Only save results generated by spells may reduce this damage. Scorching Touch does not apply when saving against a counter-attack. |
Intangability |
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When at a terrain that contains green (water), Scalders may count maneuver results as if they were save results against missile damage. |
Watery Double | |||
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Race | Any | Cost | 2 |
Reserves | Yes | Cantrip | Yes |
Target any army. Add one save result to the target’s rolls until the beginning of your next turn. |
Flash Flood | |||
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Race | Any | Cost | 4 |
Reserves | No | Cantrip | No |
Target any terrain. Reduce that terrain one step unless an opposing army at that terrain generates at least six maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Flash Flood. |
Tidal Wave | |||
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Race | Scalders | Cost | 5 |
Reserves | No | Cantrip | No |
Target any terrain. Each army at that terrain takes four points of damage, and makes a combination save and maneuver roll. The terrain is reduced one step unless an army generates at least four maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Tidal Wave. |
Wall of Fog | |||
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Race | Any | Cost | 6 |
Reserves | No | Cantrip | No |
Target any terrain. Subtract six missile results from any missile attack targeting an army at that terrain until the beginning of your next turn. |
Ash Storm | |||
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Race | Any | Cost | 2 |
Reserves | No | Cantrip | Yes |
Target any terrain. Subtract one result from all army rolls at that terrain until the beginning of your next turn. |
Firestorm | |||
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Race | Scalders | Cost | 3 |
Reserves | No | Cantrip | No |
Target any terrain. Inflict two points of damage on each army at that terrain. |
Fiery Weapon | |||
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Race | Any | Cost | 4 |
Reserves | Yes | Cantrip | No |
Target any army. Add two melee or missile results to any roll the target makes until the beginning of your next turn. |
Dancing Lights | |||
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Race | Any | Cost | 6 |
Reserves | No | Cantrip | No |
Target any opposing army. Subtract six melee results from the target's rolls until the beginning of your next turn. |
Resurrect Dead | |||
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Race | Any | Cost | 3 |
Reserves | Yes | Cantrip | No |
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons. |
Summon Dragonkin | |||
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Race | Any | Cost | 3 |
Reserves | No | Cantrip | No |
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army. |
Summon Dragon | |||
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Race | Any | Cost | 7 |
Reserves | No | Cantrip | No |
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon. |
Summon White Dragon | |||
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Race | Any | Cost | 14 |
Reserves | No | Cantrip | No |
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell. |
Bullseye | Cantrip | Confuse | Counter | Dispel Magic |
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Flaming Arrow | Fly | Poison | Smite | Web |
Bullseye | |
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Dragon Attack, Missile | During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well. During a dragon attack, Bullseye generates X missile results. |
Cantrip | |
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Magic, Non-Maneuver | During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results. During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list. |
Confuse | |
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Melee, Missile | During a melee or missile attack, target up to X health-worth of units in the defending army after they have rolled for saves. Re-roll the targeted units, ignoring all previous results. Note: Confuse works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs. |
Counter | |
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Dragon Attack, Melee, Save* | During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage. During any other save roll, Counter generates X save results. During a melee attack, Counter generates X melee results. During a dragon attack, Counter generates X save and X melee results. |
Dispel Magic | |
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Special | Whenever any magic targets this unit, the army containing this unit or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon is rolled, negate all unresolved magic that targets or effects this unit, its army or the terrain it occupies. No other icons have any effect during this special roll. Magic targeting other units, armies, or terrains is unaffected by this SAI. |
Flaming Arrow | |
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Dragon Attack, Missile | During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Each unit killed must make another save roll. Those that do not generate a save result on this second roll are buried. During a dragon attack, Flaming Arrow generates X missile results. |
Fly | |
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Any | During any roll, Fly generates X maneuver or X save results. |
Poison | |
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Melee | During a melee attack, target X health-worth of units in the defending army. Each targeted unit makes a save roll. Those that do not generate a save result are killed and must make another save roll. Those that do not generate a save result on this second roll are buried. |
Smite | |
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Dragon Attack, Melee | During a melee attack, Smite inflicts X points of damage to the defending army with no save possible. During a dragon attack, Smite generates X melee results. |
Web | |
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Melee, Missile | During a melee or missile attack, target up to X health-worth of units in the defending army. The targets make a melee roll. Those that do not generate a melee result are webbed and cannot be rolled or leave the terrain they currently occupy until the beginning of your next turn. Web does nothing during a missile action targeting an opponent's Reserve Army from a Tower on its eighth-face. |